+ AxisHelper
~ Transformation can now set to be ignored. (Sending a Identity, when requested) ~ Changed how Meshes store Attributes
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parent
0895c600cf
commit
2e7051d800
14 changed files with 146 additions and 30 deletions
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@ -11,6 +11,8 @@ namespace SM.Base.Drawing
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/// </summary>
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public abstract class GenericTransformation
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{
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public bool Ignore = false;
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/// <summary>
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/// Contains the current model matrix.
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/// </summary>
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@ -27,6 +29,8 @@ namespace SM.Base.Drawing
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/// <returns></returns>
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public Matrix4 GetMatrix()
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{
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if (Ignore) return Matrix4.Identity;
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if (_lastFrame != SMRenderer.CurrentFrame)
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{
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_lastFrame = SMRenderer.CurrentFrame;
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@ -14,7 +14,7 @@ namespace SM.Base.Objects
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/// </summary>
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protected Mesh()
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{
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AttribDataIndex.Add(3, Color);
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Attributes.Add(3, "color", Color);
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}
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/// <summary>
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35
SMCode/SM.Base/Objects/Static/AxisHelper.cs
Normal file
35
SMCode/SM.Base/Objects/Static/AxisHelper.cs
Normal file
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@ -0,0 +1,35 @@
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using OpenTK.Graphics;
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using OpenTK.Graphics.OpenGL4;
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using SM.OGL.Mesh;
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namespace SM.Base.Objects.Static
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{
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public class AxisHelper : Mesh
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{
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public static AxisHelper Object = new AxisHelper();
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private AxisHelper() {}
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public override VBO Vertex { get; } = new VBO()
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{
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{0, 0, 0},
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{.5f, 0, 0},
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{0, 0, 0},
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{0, .5f, 0},
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{0, 0, -.5f},
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{0, 0, .5f},
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};
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public override VBO Color { get; } = new VBO(pointerSize:4)
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{
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{Color4.White},
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{Color4.Red},
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{Color4.White},
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{Color4.Green},
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{Color4.White},
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{Color4.DarkBlue},
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};
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public override PrimitiveType PrimitiveType { get; } = PrimitiveType.Lines;
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}
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}
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@ -56,6 +56,7 @@
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<Compile Include="Drawing\Particles\ParticleDrawingBasis.cs" />
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<Compile Include="Log.cs" />
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<Compile Include="Objects\Mesh.cs" />
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<Compile Include="Objects\Static\AxisHelper.cs" />
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<Compile Include="PostProcess\PostProcessEffect.cs" />
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<Compile Include="PostProcess\PostProcessShader.cs" />
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<Compile Include="Scene\IScriptable.cs" />
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@ -3,6 +3,7 @@
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using System.Collections.Generic;
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using System.Dynamic;
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using SM.Base.Contexts;
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using SM.Base.Drawing;
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#endregion
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@ -13,8 +14,6 @@ namespace SM.Base.Scene
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/// </summary>
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public abstract class GenericScene
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{
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private IBackgroundItem _background;
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/// <summary>
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@ -34,6 +33,7 @@ namespace SM.Base.Scene
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/// </summary>
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public bool IsInitialized { get; private set; }
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/// <summary>
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/// Updates this scene.
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/// </summary>
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@ -91,6 +91,8 @@ namespace SM.Base.Scene
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private TCollection _hud = new TCollection();
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private TCollection _objectCollection = new TCollection();
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public bool ShowAxisHelper { get; set; } = false;
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/// <summary>
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/// A collection for cameras to switch easier to different cameras.
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/// </summary>
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@ -154,6 +156,7 @@ namespace SM.Base.Scene
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DrawMainObjects(context);
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DrawHUD(context);
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DrawDebug(context);
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}
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public void DrawBackground(DrawContext context)
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@ -174,5 +177,10 @@ namespace SM.Base.Scene
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context.View = HUDCamera.CalculateViewMatrix();
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_hud.Draw(context);
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}
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public virtual void DrawDebug(DrawContext context)
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{
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}
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}
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}
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@ -1,11 +1,6 @@
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#version 330
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#define maxInstances //!instanceMax
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struct Instance {
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mat4 ModelMatrix;
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vec2 TextureOffset;
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vec2 TextureScale;
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};
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layout(location = 0) in vec3 aPos;
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layout(location = 1) in vec2 aTex;
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@ -13,14 +8,13 @@ layout(location = 3) in vec4 aColor;
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uniform mat4 MVP;
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uniform bool HasVColor;
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uniform Instance[maxInstances] Instances;
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out vec2 vTexture;
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out vec4 vColor;
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out vec3 FragPos;
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void ApplyTexModifier() {
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vTexture = aTex * Instances[gl_InstanceID].TextureScale + Instances[gl_InstanceID].TextureOffset;
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vTexture = aTex;
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}
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void CheckVertexColor() {
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@ -29,7 +23,7 @@ void CheckVertexColor() {
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}
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void ApplyModelTransformation() {
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gl_Position = MVP * Instances[gl_InstanceID].ModelMatrix * vec4(aPos, 1);
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gl_Position = MVP * vec4(aPos, 1);
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FragPos = vec3(Instances[gl_InstanceID].ModelMatrix * vec4(aPos, 1));
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FragPos = vec3(vec4(aPos, 1));
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}
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@ -13,16 +13,17 @@ namespace SM.OGL.Mesh
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/// </summary>
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public abstract class GenericMesh : GLObject
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{
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/// <summary>
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/// Generates the AttribDataIndex
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/// </summary>
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protected GenericMesh()
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{
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AttribDataIndex = new Dictionary<int, VBO>
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Attributes = new MeshAttributeList()
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{
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{0, Vertex},
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{1, UVs},
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{2, Normals}
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{0, "vertex", Vertex},
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{1, "uv", UVs},
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{2, "normal", Normals}
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};
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}
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@ -61,7 +62,7 @@ namespace SM.OGL.Mesh
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/// <summary>
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/// Connects the different buffer objects with ids.
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/// </summary>
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public Dictionary<int, VBO> AttribDataIndex { get; }
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public MeshAttributeList Attributes { get; }
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/// <summary>
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/// Stores indices for a more performance friendly method to draw objects.
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@ -74,9 +75,9 @@ namespace SM.OGL.Mesh
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_id = GL.GenVertexArray();
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GL.BindVertexArray(_id);
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if (AttribDataIndex == null) throw new Exception("[Critical] The model requires a attribute data index.");
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if (Attributes == null) throw new Exception("[Critical] The model requires attributes.");
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foreach (var kvp in AttribDataIndex) kvp.Value?.BindBuffer(kvp.Key);
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foreach (var kvp in Attributes) kvp.ConnectedVBO?.BindBuffer(kvp.Index);
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GL.BindVertexArray(0);
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}
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16
SMCode/SM.OGL/Mesh/MeshAttribute.cs
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16
SMCode/SM.OGL/Mesh/MeshAttribute.cs
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@ -0,0 +1,16 @@
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namespace SM.OGL.Mesh
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{
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public struct MeshAttribute
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{
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public int Index;
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public string Name;
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public VBO ConnectedVBO;
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public MeshAttribute(int index, string name, VBO buffer)
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{
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Index = index;
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Name = name;
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ConnectedVBO = buffer;
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}
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}
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}
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31
SMCode/SM.OGL/Mesh/MeshAttributeList.cs
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31
SMCode/SM.OGL/Mesh/MeshAttributeList.cs
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@ -0,0 +1,31 @@
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using System;
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using System.Collections.Generic;
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using System.Runtime.InteropServices;
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namespace SM.OGL.Mesh
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{
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public class MeshAttributeList : List<MeshAttribute>
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{
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public VBO this[string name]
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{
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get
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{
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for (int i = 0; i < Count; i++)
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{
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if (this[i].Name == name)
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{
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return this[i].ConnectedVBO;
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}
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}
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return null;
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}
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}
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public void Add(int id, string name, VBO vbo)
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{
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if (vbo == null) return;
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Add(new MeshAttribute(id, name, vbo));
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}
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}
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}
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@ -51,6 +51,8 @@
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<Compile Include="GLSystem.cs" />
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<Compile Include="Mesh\BoundingBox.cs" />
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<Compile Include="Mesh\GenericMesh.cs" />
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<Compile Include="Mesh\MeshAttribute.cs" />
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<Compile Include="Mesh\MeshAttributeList.cs" />
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<Compile Include="Mesh\VBO.cs" />
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<Compile Include="Properties\AssemblyInfo.cs" />
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<Compile Include="Shaders\GenericShader.cs" />
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@ -1,6 +1,9 @@
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#region usings
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using OpenTK;
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using OpenTK.Graphics;
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using SM.Base.Contexts;
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using SM.Base.Objects.Static;
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using SM.Base.Scene;
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using SM2D.Drawing;
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@ -10,11 +13,30 @@ namespace SM2D.Scene
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{
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public class Scene : GenericScene<Camera, ItemCollection, I2DShowItem>
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{
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private static DrawObject2D _axisHelper;
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public float AxisHelperSize = 100;
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static Scene()
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{
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_axisHelper = new DrawObject2D();
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_axisHelper.ApplyMesh(AxisHelper.Object);
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}
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public Scene()
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{
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_Background = new DrawBackground(Color4.Black);
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}
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public DrawBackground Background => (DrawBackground) _Background;
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public override void DrawDebug(DrawContext context)
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{
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if (ShowAxisHelper)
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{
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_axisHelper.Transform.Size.Set(AxisHelperSize, AxisHelperSize);
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_axisHelper.Draw(context);
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}
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}
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}
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}
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@ -26,8 +26,8 @@ namespace SM2D.Shader
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// Vertex Uniforms
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Uniforms["MVP"].SetMatrix4(context.ModelMaster * context.View * context.World);
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Uniforms["HasVColor"]
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.SetUniform1(context.Mesh.AttribDataIndex.ContainsKey(3) && context.Mesh.AttribDataIndex[3] != null);
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.SetUniform1(context.Mesh.Attributes["color"] != null);
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/*
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Uniforms.GetArray("Instances").Set((i, uniforms) =>
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{
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if (i >= context.Instances.Count) return false;
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@ -38,7 +38,7 @@ namespace SM2D.Shader
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uniforms["TextureScale"].SetUniform2(instance.TextureScale);
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return true;
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});
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});*/
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// Fragment Uniforms
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Uniforms["Tint"].SetUniform4(context.Material.Tint);
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@ -24,6 +24,6 @@ uniform sampler2D Texture;
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layout(location = 0) out vec4 color;
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void fmain() {
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color = vColor * Tint;
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if (UseTexture) color *= texture(Texture, vTexture);
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color = vColor;
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//if (UseTexture) color *= texture(Texture, vTexture);
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}
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@ -8,6 +8,7 @@ using OpenTK.Graphics;
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using OpenTK.Input;
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using SM.Base;
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using SM.Base.Scene;
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using SM.Base.Textures;
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using SM.Base.Time;
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using SM.Utility;
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using SM2D;
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@ -46,16 +47,17 @@ namespace SM_TEST
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{
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if (Keyboard.GetState()[Key.R])
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particles.Trigger();
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particles.Paused = Keyboard.GetState()[Key.P];
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//particles.Paused = Keyboard.GetState()[Key.P];
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}
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private static void WindowOnLoad(object sender, EventArgs e)
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{
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particles = new DrawParticles(TimeSpan.FromSeconds(5))
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{
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MaxSpeed = 10
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};
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window.CurrentScene.Objects.Add(particles);
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scene.ShowAxisHelper = true;
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DrawObject2D kasten = new DrawObject2D();
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kasten.Transform.Size.Set(50,50);
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kasten.Texture = new Texture(new Bitmap("herosword.png"));
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scene.Objects.Add(kasten);
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//particles.Trigger();
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}
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